The Akuma Thread

This auto combo system is really a problem, and seems to really limit akumas demon options. I can’t believe there’s no way to turn it off.

I sitll think the demon is worthless, you should be using your meter to tag more and or team super. His misogi is great if the guy is going to tag, if hes low on health intensionally create space and walk back, he will tag its a simple useful setup.

Misogi on pad is beyond annoying lol haven’t tried on stick yet though i doubt its gonna be hard lol

I disagree. The threat of eating 300 damage for doing something stupid is significant. I mean even in SF4 it didn’t do as much damage as other options, but the main idea is it is a 0 frame grab that punishes anything negative on block.

I may be on crack but I seem to remember turning them off in the button config. Can someone who is in front of the game comment? I’m at work atm.

After tagging Akuma in, you can juggle with: c.MK, s.HK, Down Down Down KKK, and it hits in corner only. Mid screen just go with Team super.

Or… c.MK, c.HP… down down down KKK

Yo! who quotes themselves? Duh it’s me.
Confirmed by some of my Edmonbros. You can disable these in the button config.

You can disable the shortcuts in button config. but not the combo itself. it will come out if you press LK+HP or LP+HK.
Quick combos really hurt akuma’s demon. Hope capcom will correct that soon cause it’s really stupid not being able to disable it.
plus there is no sound when playing online. and there’s even a fault in one kazuya EX special move in the command list (slaughter high kick).

Wait, Misogi means waterfall? I thought it meant Purify or Purifier

Is it just me or can you do Misogi with just :d::d::3k: ?

Misogi may actually be worth the meter in more cases than I thought it would be in this game. In a case where it’s not, I pity the fool that gets CH by a DF Palm in the corner. Related Game Mechanic: You can charge DF to EX dash out of it and you make your next move a CH.

Corner Required
CH DF Palm cr.fp EX Shaku cr.fp EX Shaku cr.fp Shaku (522 Damage)
cr.mp cr.fp xx Tatsu cr.mp cr.fp EX Shaku cr.fp EX Shaku cr.fp Shaku (447 damage)

Ending the second combo with Misogi does 9 more damage which is pretty insignificant, and it lends itself better to tag cancels. It’s also a good combo if you only spend 1 bar.

What is the Oki situation like after Misogi or Raging Demon?

Both of Akuma’s voices sound horrible in this game, btw.

regular divekick and his cr.mk xx fireball seem buffed in this game from sf4… ie meaning that cr.mk xx fireball combos fro a further out range? can someone confirm? oh and his air D+mk DEFINITELY has more hitstun now.

-dime

srry for double post…

simple akuma/marduk 1 meter 500 damage bnb:

j.hp, cr.hp xx lk tatsu, fierce dp (tag ON SECOND HIT) (marduk) j.hk (land) close st.fp xx dp+ heavy punch

other than the starter this combo is easy to land and easy to continue.
the tag on second or 3rd hit from akumas fierce dp is i think the most important part of this combo as it allows any character perfect positioning for juggle followups (tagging on first hit leaves the opponent kind far away, tagging on 3rd hit makes linking harder)

-edit also, with akuma and any ground command grab character heres a simple command grab mixup that costs 1 meter:

fierce dp (tag on 3rd hit) immediately command grab when recovered… blockstun will have run out. or as a mixup you can tag on the 3rd or 2nd hit of fierce dp and frame trap there jump away with cr.lp

if you simply want to tag safely then tag on first hit… the opposing character will be stuck in blockstun when you tag in (command grabs will wiff here) its a good way for akuma to get out of the acton or simply to put a command grab chracter in the opponents face…

this means that any blocked demonflip divekick is potentially a command grab for 1 meter by doing fierce dp after whether or not the divekick hit or not… on hit you get get a tagout combo, on block you get command grab character pressure… sounds pretty good to me.

-dime

[media=youtube]OzcBeeUBD3E[/media]

A video I made about basic Akuma stuff. Helps if you didn’t play him in SF4. I’m already working on advanced tactics for part 2, I’d definitely appreciate all your support! I personally want to contribute as much as I can to this character, since I really failed to reach my potential with him in SF4.

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c.MK > Fireball is punishable in this game.

I will say I think Akuma has transitioned decently from SF4. I think he will be just fine. The only major problem I can see is that he is going to have problems with the massive damage output.

[SIZE=17px]Misogi harai—water purification[/SIZE]

I think misogi is the actual waterfall part, water purification can involve performing ablutions under an actual waterfall

Yeah, I know its not a true blockstring but its quite fast. You have predict it to a huge degree. I also think he’ll be fine, he can zone and has good footsies. He also has great damage. In terms of his life there are actually some vitality replenishing gems. I’m gonna mess around and see what’s up. So far I’m experimenting with him and Hugo, have one meter gem (just for Hugo), one defense gem, and the life replenish. For Hugo I’m using raw damage (maybe speed might be better).